/***************************************************************************
 *   oboe.controllers.NodeStateMachine					 *
 *   Copyright (C) 2011 by Felipe Manga					*
 *   lufeboma@gmail.com							*
 *									 *
 *   Permission is hereby granted, free of charge, to any person obtaining *
 *   a copy of this software and associated documentation files (the	   *
 *   "Software"), to deal in the Software without restriction, including   *
 *   without limitation the rights to use, copy, modify, merge, publish,   *
 *   distribute, sublicense, and/or sell copies of the Software, and to	*
 *   permit persons to whom the Software is furnished to do so, subject to *
 *   the following conditions:						 *
 *									 *
 *   The above copyright notice and this permission notice shall be	*
 *   included in all copies or substantial portions of the Software.	   *
 *									 *
 *   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,	   *
 *   EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF	*
 *   MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. *
 *   IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR	 *
 *   OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, *
 *   ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR *
 *   OTHER DEALINGS IN THE SOFTWARE.					   *
 ***************************************************************************/

package oboe.controllers;

import flash.utils.Dictionary;
import flash.utils.describeType;

import mx.states.State;

import oboe.math.Mesh2D;

class NodeStateMachine extends NodeController
{
private static inline var globalStateList:Dictionary = new Dictionary();
private var stateList:Dictionary;
private var _state:String;
private var nextState:String;
private var nextStateArgs:Array;
private var activeStateInfo:StateInfo;

public function new(mesh:Mesh2D)
{
	super(mesh);
	setupStates();
}

private function setState( newState:String, ... args ):Void
{
	this.nextState = newState;
	this.nextStateArgs = args;
}

private function getState():String
{
	return this._state;
}

private function runState( ... args ):Void
{
	if( this.nextState != this._state )
	{
	if( this.activeStateInfo && this.activeStateInfo.exit != null ) this[this.activeStateInfo.exit]();
	trace( "changing to state", this.nextState );
	this.activeStateInfo = this.stateList[ this.nextState ];
	if( this.activeStateInfo && this.activeStateInfo.enter != null ) this[this.activeStateInfo.enter].apply( this, this.nextStateArgs );
	this._state = this.nextState;
	}
	if( this.activeStateInfo && this.activeStateInfo.run != null ) this[this.activeStateInfo.run].apply( this, args );
}

private function setupStates():Void
{
	var myClass:Class = Object(this).constructor;
	var stateList:Dictionary;
	if( !(stateList=globalStateList[myClass]) )
	{
	stateList = new Dictionary();
	globalStateList[myClass] = stateList;
	var xml:XMLList = describeType( myClass )..method;
	var len:Int = xml.length();
	for( var i:Int=0; i<len; ++i )
	{
		var name:String = String(xml.@name[i]);
		var si:StateInfo;
		if( name.substr(0, 6) == "state_" )
		{
		name = name.substr( 6 );
		if( !(si=stateList[ name ] ) )
		{
			si = stateList[ name ] = new StateInfo();
		}
		si.run = "state_" + name;
		}
		else if( name.substr(0, 6) == "enter_" )
		{
		name = name.substr( 6 );
		if( !(si=stateList[ name ] ) )
		{
			si = stateList[ name ] = new StateInfo();
		}
		si.enter = "enter_" + name;
		}
		else if( name.substr(0, 5) == "exit_" )
		{
		name = name.substr( 5 );
		if( !(si=stateList[ name ] ) )
		{
			si = stateList[ name ] = new StateInfo();
		}
		si.exit = "exit_" + name;
		}
	}		
	}
	this.stateList = stateList;
}
}
}

class StateInfo
{
public var enter:String;
public var run:String;
public var exit:String;
}